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Volumn , Issue , 2007, Pages

Terrain rendering in frostbite using procedural shader splatting

(1)  Andersson, Johan a  

a NONE

Author keywords

[No Author keywords available]

Indexed keywords


EID: 85085399995     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1281500.1281668     Document Type: Conference Paper
Times cited : (14)

References (8)
  • 1
    • 77949565248 scopus 로고    scopus 로고
    • [AT07] ANDERSSON, J., TATARCHUK, N. 2007. Frostbite Rendering Architecture and Real-time Procedural Shading and Texturing Techniques. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Andersson-Tatarchuk- FrostbiteRenderingArchitecture(GDC07-AMD-Session).pdf
    • [AT07] ANDERSSON, J., TATARCHUK, N. 2007. Frostbite Rendering Architecture and Real-time Procedural Shading and Texturing Techniques. AMD Sponsored Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Andersson-Tatarchuk- FrostbiteRenderingArchitecture(GDC07-AMD-Session).pdf
  • 2
    • 77949565496 scopus 로고    scopus 로고
    • [BLOOM00] BLOOM, C. 2000. Terrain Texture Compositing by Blending in the Frame-Buffer (a.k.a. Splatting Textures). Nov 2, 2000. http://www.cbloom.com/3d/techdocs/splatting.txt
    • [BLOOM00] BLOOM, C. 2000. Terrain Texture Compositing by Blending in the Frame-Buffer (a.k.a. "Splatting" Textures). Nov 2, 2000. http://www.cbloom.com/3d/techdocs/splatting.txt
  • 3
    • 33749245662 scopus 로고    scopus 로고
    • [BLYTHE06] BLYTHE, D. 2006. The Direct3D 10 system. In proceedings of ACM Transactions on Graphics (SIGGRAPH'06 Conference Proceedings), pp. 724-234, Boston, Massachusetts.
    • [BLYTHE06] BLYTHE, D. 2006. The Direct3D 10 system. In proceedings of ACM Transactions on Graphics (SIGGRAPH'06 Conference Proceedings), pp. 724-234, Boston, Massachusetts.
  • 4
    • 77949559485 scopus 로고    scopus 로고
    • [DALLAIRE06] DALLAIRE, C. 2006. Binary Triangle Trees for Terrain Tile Index Buffer Generation. Gamasutra article. http://www.gamasutra.com/features/20061221/dallaire-01.shtml
    • [DALLAIRE06] DALLAIRE, C. 2006. Binary Triangle Trees for Terrain Tile Index Buffer Generation. Gamasutra article. http://www.gamasutra.com/features/20061221/dallaire-01.shtml
  • 5
    • 33748682514 scopus 로고    scopus 로고
    • [TATARCHUK06] TATARCHUK, N. 2006. Dynamic parallax occlusion mapping with approximate soft shadows. In proceedings of AMD SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 63-69, Redwood City, CA.
    • [TATARCHUK06] TATARCHUK, N. 2006. Dynamic parallax occlusion mapping with approximate soft shadows. In proceedings of AMD SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 63-69, Redwood City, CA.
  • 6
    • 77949549032 scopus 로고    scopus 로고
    • [TATARCHUK07] TATARCHUK, N. 2007. The Importance of Being Noisy: Fast, High Quality Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Tatarchuk- Noise(GDC07-D3D-Day).pdf
    • [TATARCHUK07] TATARCHUK, N. 2007. The Importance of Being Noisy: Fast, High Quality Noise. Conference Session. GDC 2007. March 5-9, 2007, San Francisco, CA. http://ati.amd.com/developer/gdc/2007/Tatarchuk- Noise(GDC07-D3D-Day).pdf
  • 7
    • 77949545324 scopus 로고    scopus 로고
    • [TERRAGEN*] TERRAGEN by Planetside Software, http://www.planetside.co.uk/terragen/
    • [TERRAGEN*] TERRAGEN by Planetside Software, http://www.planetside.co.uk/terragen/
  • 8
    • 78650976582 scopus 로고    scopus 로고
    • [WEi04] WEI, L. 2004. Tile-Based Texture Mapping on Graphics Hardware. In proceedings of ACM SIGGRAPH/Eurographics conference on Graphics Hardware, pp. 55-63. Grenoble, France.
    • [WEi04] WEI, L. 2004. Tile-Based Texture Mapping on Graphics Hardware. In proceedings of ACM SIGGRAPH/Eurographics conference on Graphics Hardware, pp. 55-63. Grenoble, France.


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.